Stamina


(buffBook) #1

I feel there needs to be stamina/energy added to the game, as a way to limit all this jump spamming people do. Often its not a calculated response but space bar spammed. Personally its one of the most annoying things in the game, it takes away from the accuracy oriented gameplay which i’ve come to love from SD. I like wall jumping and calculated efforts of movement, but as it stands, its ugly and i feel limits the depth of the game.

Stamina can help make movements have a deeper skill curve for combat, maintaining the current moves, but requiring planning and pooling of stamina before doing them. It also encourages newer players to start thinking more than just randomly jumping around, game mechanics should prompt the player to become better, not hide them from it.


(AnimeDude) #2

resource themed limitations to movement makes gameplay feel clunky and removes fluidity from the game.


(Jostabeere) #3

You already slow down after 2 or 3 jumps without perks. And slower mercs would become even slower.


(buffBook) #4

Well if you made it so everyone has say 100 stamina, you use 33 per jump/40 for long jump, and you don’t regenerate stamina while sprinting. So no stamina consumption while sprinting only jumping, this negates the slowing of large mercs, which is valid. It also forces you to think about regenerating your stamina, before combat.

What it does, is quantifies the jump mechanic. A subtle change, which expresses the mechanic openly, rather than eh… maybe you can jump 2-3 time then you get slowed down. I think hiding it is just as bad as allowing free jumping all the time. How long do you even need to wait for it to reset, i jump 3 times how long before i can without penalty again?


(frostyvampire) #5

We need to jumping height to be lowered when you jump more

1st and 2nd jump should give you a 100% jump height
3rd 75%
4th 50%
5th or higher 25% of the jump height.

This will jump spam won’t be as effective and this will also make Springy augment useful (currently it’s pretty bad). Maybe every second you don’t jump you will go down 1 level of the penalty


(watsyurdeal) #6

Are we trying to limit jump spam?

Just increase the penalty for jumping, have it go to max spread, and reduce as you get to the peak of the jump.

There we go, fixed.


(pumpkinmeerkat) #7

Is the current accuracy penalty applied when the player initiates a jump or whenever they are in the air?

I think we all know what the real issue is…

[spoiler]Shotguns.[/spoiler]


(Jostabeere) #8

[quote=“Watsyurdeal;199092”]Are we trying to limit jump spam?

Just increase the penalty for jumping, have it go to max spread, and reduce as you get to the peak of the jump.

There we go, fixed.[/quote]

While I don’t have an opinion on whether we should have this or not, I agree that such a solution would be much better than a completely new mechanic which can break more than fix and SD has to work on for a time instead just tweaking values on something that’s already here.


(kopyright) #9

So basically you want to take the “fast” out of “fast-paced”? That sounds like a terrible idea to me.


(TheStrangerous) #10

http://cdn.meme.am/instances/500x/31227338.jpg

Don’t get me started on sprinting in BF2…


(Jostabeere) #11

@TheStrangerous Ever wore a full militairy suit + helmet + kevlar + military backpack + weapons?


(watsyurdeal) #12

[quote=“Jostabeere;199096”][quote=“Watsyurdeal;199092”]Are we trying to limit jump spam?

Just increase the penalty for jumping, have it go to max spread, and reduce as you get to the peak of the jump.

There we go, fixed.[/quote]

While I don’t have an opinion on whether we should have this or not, I agree that such a solution would be much better than a completely new mechanic which can break more than fix and SD has to work on for a time instead just tweaking values on something that’s already here.[/quote]

Pretty much

Because Crafting went over so well right? :smiley:


(buffBook) #13

I take it you never played W:ET has stamina yet is fast paced.


(TheStrangerous) #14

If I want realism I’d play ARMA or America’s Army: Proving Grounds or Insurgensy.

IMMERSION is the key word here.


(hoyes) #15

Having stamina in the game would just make people feel like their not supposed to be using the movement system as there would be limitations on when you can use it. I would not like this system.Though spamming jump is annoying, the way they could fix it is that you can only jump 4 times in 5 seconds before your jump is the equivalent to when you are concissed. This would be a nixe


(Amerika) #16

There is no reason to limit movement in the game when there are already systems in place that do exactly that. You are already slowed if you jump multiple times in a row. There is no reason to add another movement limiting mechanic to a game that is as popular as it is partly because of the movement system. People who jump and shoot with smg’s and rifles get punished for it pretty heavily already. Shotguns simply need more of a punishment when fired in the air than they currently do if any changes are necessary.


(watsyurdeal) #17

I’d only agree with that if they have a tighter spread while strafing, heck I’d even accept a damage nerf if meant my pellets actually hit someone within 5-10 meters.


(bontsa) #18

Even when yea ET for what I vaguely recall used stamina-mechanic well while maintaining fast-phased gameplay I think DB’s gone “too long” to see anything good coming out of implementation of such.

What is behind most of this kind of suggestions (and this one too as can be read from OP) is the spastic jump spamming. Instead of introducing “new” mechanic altogether, it could be discouraged through other means, like making accuracy plummet with consecutive ground-level jumps. There already is accuracy drop with jumping, issue is while semi-autos like Dreiss and sniper rifles cant be used at all while trembling up’n’down like a jello in earthquake, its considerably more lenient to automatic weapons and almost completely unnoticeable for shotguns.

As far as I know, accuracy loss is also “lingering” in a sense that it stays and slowly gets back to default running value after certain time if player is not jumping. Not sure of exact time of this, but I think one thing that could be done to encourage “smart” movement like i.e. walljumping to relocate yourself while discourage mindless binds with fire- and jump functions happening from same key, is to make accuracy loss absolutely massive for all weapons while character is actually mid-air, but regain it instantly or in some tenth of a seconds after landing on solid ground. Obviously there are other ways of getting around it, but I don’t think another mechanic should be introduced.


(Amerika) #19

I’d only agree with that if they have a tighter spread while strafing, heck I’d even accept a damage nerf if meant my pellets actually hit someone within 5-10 meters.[/quote]

Lower damage, increase accuracy by reducing spread cone (which buffs/offsets damage loss for accurate shooters) and totally screw the gun while jumping. I’d be fine with that since it would basically be the Ahnuld.


(buffBook) #20

I feel people are thinking about other games where they have stamina bars, often greatly limiting run distance etc… im not proposing the same thing. My concerns are in two parts:

  1. Pogo players who don’t think about their jumps, just leans on the jump button for every encounter.
  2. Displaying the mechanics at work, even if you just modify the current game system, i want it to be seen how it works. I have over 100hrs so im fairly new, until this thread i didn’t know about the speed lose; it still seems by those here, its unclear on specifics.

Even with implementing other suggestions presented here, i’d still want it to be given a visual, this is why i proposed the stamina method. You can keep the current system just add a visual; so players can keep track and better understand the game mechanics.